A single node now lists any number of variables. Every entry is an output that reads the current value whenever it is pulled; an entry switched to Set is also an input and is written when the flow arrives. Exec pins only exist while at least one entry writes, and all inputs are read before any write, so one node can swap two variables. Get/Set variable, Get/Set variables and Variable are gone. Old project files are converted on load: each old node becomes a Variables node with the same variables, edges and typed values. A written port without a typed value now shows the zero of its kind on the node body, matching what the inspector shows and what the run writes. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
125 lines
5.1 KiB
TypeScript
125 lines
5.1 KiB
TypeScript
import { describe, expect, it } from 'vitest';
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import { AddColliderCommand } from '../../src/core/commands/colliderCommands';
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import { SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands';
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import { AddVariableCommand } from '../../src/core/commands/variableCommands';
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import { isHandleEnabled } from '../../src/core/graph';
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import { findAsset, findScene } from '../../src/core/model/Project';
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import { schemaFor } from '../../src/core/properties/PropertySchema';
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import { resolveSceneObjectProps } from '../../src/core/properties/resolve';
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import {
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fakeHandle,
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graphEditor,
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makeBehavior,
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makeProject,
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makeSpriteScene,
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place,
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roundTrip,
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runNode,
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startWorld,
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} from '../helpers';
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/** A 100×100 wall at x = 200 and a 100×100 mover at the origin, both with box colliders, in a running world. */
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function wallAndMover() {
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const f = makeSpriteScene();
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const moverId = place(f, f.spriteId, { x: 0, y: 0 });
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const wallId = place(f, f.spriteId, { x: 200, y: 0 });
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const wallCollider = new AddColliderCommand(f.sceneId, wallId);
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f.stack.execute(new AddColliderCommand(f.sceneId, moverId));
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f.stack.execute(wallCollider);
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const { world, collisions } = startWorld(f, { collisions: true });
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return {
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world,
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collisions,
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mover: world.findByObjectId(moverId)!,
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wall: world.findByObjectId(wallCollider.objectId)!,
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};
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}
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describe('the enabled switch', () => {
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it('is a common property of every placeable type, defaults to on and overrides per object', () => {
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expect(schemaFor('sprite')[0]).toMatchObject({ key: 'enabled', kind: 'boolean', default: true });
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expect(schemaFor('behavior').map((d) => d.key)).toEqual(['enabled', 'runInEditor']);
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expect(schemaFor('scene').some((d) => d.key === 'enabled')).toBe(false);
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const f = makeSpriteScene();
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const { project, stack, sceneId, spriteId, object } = f;
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const box = place(f, spriteId, { x: 0, y: 0 });
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expect(resolveSceneObjectProps(findAsset(project, spriteId)!, object(box)).enabled).toBe(true);
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// Switching an instance off is an ordinary override – and survives a round trip.
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stack.execute(new SetOverrideCommand(sceneId, box, 'enabled', false));
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expect(object(box).overrides).toEqual({ enabled: false });
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expect(findScene(roundTrip(project), sceneId)!.objects[0]!.overrides).toEqual({ enabled: false });
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stack.undo();
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expect(object(box).overrides).toEqual({});
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});
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it('is inherited: a child of a switched-off parent is off as well', () => {
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const parent = fakeHandle({ enabled: false });
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const child = fakeHandle({ enabled: true }, parent);
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expect(isHandleEnabled(child)).toBe(false);
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expect(child.props.enabled).toBe(true); // its own switch is untouched
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parent.props.enabled = true;
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expect(isHandleEnabled(child)).toBe(true);
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expect(runNode('IsEnabled', { object: child })).toEqual({ result: true, own: true });
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});
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it('cannot be shadowed by a behavior variable', () => {
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const f = makeProject();
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const behavior = makeBehavior(f);
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expect(() => new AddVariableCommand(behavior.id, 'enabled', 'number').execute(f.project)).toThrow();
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});
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it('takes a collider out of the collision system while it is off', () => {
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const { world, collisions, wall, mover } = wallAndMover();
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// The wall blocks: moving 200 to the right stops at 100 units of distance (two 100-wide boxes).
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collisions.moveAndSlide(world, mover, 200, 0);
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expect(mover.x).toBeCloseTo(100, 5);
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// Switched off, the wall is not there at all.
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mover.x = 0;
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wall.props.enabled = false;
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collisions.moveAndSlide(world, mover, 200, 0);
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expect(mover.x).toBeCloseTo(200, 5);
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});
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it('stops a behavior while it is off and runs On start when it is switched on', () => {
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const f = makeSpriteScene();
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const behavior = makeBehavior(f, 'Counter', ['ticks']);
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// On start and On update both add one to `ticks`.
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const edit = graphEditor(f, behavior);
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const start = edit.addNode('OnStart');
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const update = edit.addNode('OnUpdate');
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const one = edit.addNode('Number', { value: 1 });
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const add = edit.addNode('Add');
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const get = edit.variables(['ticks']);
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const set = edit.variables(['ticks'], { write: true });
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edit.wire([
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[update, 'exec', set, 'exec'],
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[get, 'ticks', add, 'a'],
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[one, 'value', add, 'b'],
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[add, 'result', set, 'ticks'],
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[start, 'exec', set, 'exec'],
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]);
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const counter = place(f, behavior.id, { x: 0, y: 0 });
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f.stack.execute(new SetOverrideCommand(f.sceneId, counter, 'enabled', false));
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const { world } = startWorld(f, { behaviors: true });
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const entity = world.findByObjectId(counter)!;
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world.tick(0.1);
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world.tick(0.1);
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expect(entity.props.ticks).toBe(0); // off: no On start, no ticks
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entity.props.enabled = true; // what "Set enabled" does
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world.tick(0.1);
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expect(entity.props.ticks).toBe(2); // On start plus this frame's On update
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world.tick(0.1);
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expect(entity.props.ticks).toBe(3);
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entity.props.enabled = false;
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world.tick(0.1);
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expect(entity.props.ticks).toBe(3); // frozen again, state kept
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});
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});
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